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he mage strives to be master of magical energies, shaping them and casting them as spells. They study all types of magic and learn a wide variety of spells. However, as they advance, they can specialize in a particular school of magic. Their capacity for destruction stands alone and they can recoup their mana losses more quickly than any other spell-casters, but this comes at the price of low hit points.
Mages are most proficient with those weapons with simple, basic functionality in combat, such as the staff. Their most effective weapon is their ability to also cast offensive spells while engaged in battle.
Mages are not usually concerned about their alignment, being anything from evil to neutral to good.
ages may learn the following skills: Alchemy, Bandage, Catch, Cooking, Dagger Throwing, Daggers, Dart Throwing, Extra Attack One, Read Magic, Scrollcraft, Spellcraft, Staves, Swimming, Toss, and Unarmed Combat.
ages may learn the following spells: Acid Blast, Acid Rain, Acid Splash, Acid Spray, Airy Water, Animate Dead, Armor, Astral Walk, Ball Lightning, Blindness, Blink, Blizzard, Burning Hands, Calm, Chain Lightning, Charm Monster, Charm Person, Chill, Clairvoyance, Conjure Elemental, Continual Light, Control Weather, Create Light, Create Rose, Crush, Curse, Darkness, Deep Freeze, Deeppockets, Demongate, Detect Evil, Detect Good, Detect Invisibility, Detect Magic, Dispel Invisibility, Dispel Magic, Dream, Earthquake, Enchant Armor, Enchant Weapon, Energy Drain, Ever Darkness, Ever Light, Faerie Fire, Faerie Fog, Fear, Fire Wind, Fireball, Fireshield, Firestorm, Flame Tongue, Flameblade, Float, Fly, Gate, Gaze Reflection, Genius, Group Float, Group Fly, Group Invisibility, Gust of Wind, Hellfire, Heroes Feast, Hurricane, Implode, Imprisonment, Inferno, Infravision, Invisibility, Knock, Know Alignment, Know Monster, Lava Blast, Lightning Bolt, Locate Object, Magic Missile, Major Track, Meteor Swarm, Minor Creation, Minor Track, Monsum One, Monsum Two, Monsum Three, Monsum Four, Monsum Five, Monsum Six, Monsum Seven, Necroburst, Paralyze, Pword Blind, Pword Kill, Recycle, Refresh, Remove Silence, Resist Cold, Resist Fire, Scry, Second Wind, Shards, Shatterspray, Shield, Shriek, Silence, Sleep, Solar Gate, Sparks, Speak With Dead, Spider Climb, Static Charge, Stormguard, Strength, Succor, Summon, Teleport, True Sight, Water Breath, Watersheen, Waterwalking, Weakness, Web, and Wizard Eye.
ages may learn the following specialties: Aeromancy, Alertness, Athletics, Beguiling, Cantrip, Charisma, Clarity, Combat Concentration, Compulsion, Extension, Geomancy, Heir, Hydromancy, Incantation, Invocation, Jack of Trades, Jinx, Motionless Casting, Mysticism, Nimbleness, Nine Lives, Packrat, Perception, Porter, Prestidigitation, Pyromancy, Quick Thinking, Quickdon, Quicksilver, Reason, Recuperation, Researching, Retreat, Silent Casting, Silver Tongue, Spirituality, Stroke of Luck, Tolerate Healing, Toughness, Translocation, Vigilant Rest, and Vigor.
ages gain the following abilities at avatar levels:
¹ As Lords of Air, mages who have specialized in Aeromancy become immune to Electricity and Energy; mages who have specialized in Compulsion become immune to Charm and Paralyze; mages who have specialized in Geomancy become immune to Drain; mages who have specialized in Hydromancy become immune to Acid and Cold; mages who have specialized in Pyromancy become immune to Fire; and mages who have specialized in Translocation become immune to Blindness and gain innate Detect Good, Detect Evil, and Detect Magic.
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